Make ControlBehavior messages far more modular (#991)

* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
This commit is contained in:
David Markowitz
2023-02-16 09:30:33 -08:00
committed by GitHub
parent 484488e47d
commit d138b7b878
38 changed files with 461 additions and 438 deletions

View File

@@ -1,26 +1,25 @@
#ifndef __MERGESTRIPSMESSAGE__H__
#define __MERGESTRIPSMESSAGE__H__
#include "ActionContext.h"
#include "BehaviorMessageBase.h"
class AMFArrayValue;
/**
* @brief Sent when a player adds the first Action of Strip A to a Strip B
*
*/
class MergeStripsMessage : public BehaviorMessageBase {
public:
MergeStripsMessage(AMFArrayValue* arguments);
const StripId GetSrcStripID() { return srcStripID; };
const BehaviorState GetDstStateID() { return dstStateID; };
const BehaviorState GetSrcStateID() { return srcStateID; };
const uint32_t GetDstActionIndex() { return dstActionIndex; };
const StripId GetDstStripID() { return dstStripID; };
const uint32_t GetBehaviorID() { return behaviorID; };
ActionContext GetSourceActionContext() { return sourceActionContext; };
ActionContext GetDestinationActionContext() { return destinationActionContext; };
private:
StripId srcStripID;
BehaviorState dstStateID;
BehaviorState srcStateID;
ActionContext sourceActionContext;
ActionContext destinationActionContext;
uint32_t dstActionIndex;
StripId dstStripID;
uint32_t behaviorID;
};
#endif //!__MERGESTRIPSMESSAGE__H__